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var jaws = (function(jaws) {
/**
* @class Manages an animation with a given list of frames. "Field Summary" contains options for the Animation()-constructor.
*
* @property {bool} loop Restart animation when end is reached
* @property {bool} bounce Rewind the animation frame by frame when end is reached
* @property {int} index Start on this frame
* @property {array} frames Images/canvaselements
* @property {milliseconds} frame_duration How long should each frame be displayed
* @property {int} frame_direction -1 for backwards animation. 1 is default
* @property {array} frame_size Containing width/height, eg. [32, 32]
* @property {int} offset When cutting out frames from a sprite sheet, start at this frame
* @property {string} orientation How to cut out frames frmo sprite sheet, possible values are "down" or "right"
* @property {function} on_end Function to call when animation ends. triggers only on non-looping, non-bouncing animations
* @property {object} subsets Name specific frames-intervals for easy access later, i.e. {move: [2,4], fire: [4,6]}. Access with animation.subset[name]
*
* @example
* // in setup()
* anim = new jaws.Animation({sprite_sheet: "droid_11x15.png", frame_size: [11,15], frame_duration: 100})
* player = new jaws.Sprite({y:300, anchor: "center_bottom"})
*
* // in update()
* player.setImage( anim.next() )
*
* // in draw()
* player.draw()
*
*/
jaws.Animation = function Animation(options) {
if( !(this instanceof arguments.callee) ) return new arguments.callee( options );
jaws.parseOptions(this, options, this.default_options);
if(options.sprite_sheet) {
var sprite_sheet = new jaws.SpriteSheet({image: options.sprite_sheet, scale_image: this.scale_image, frame_size: this.frame_size, orientation: this.orientation, offset: this.offset})
this.frames = sprite_sheet.frames
this.frame_size = sprite_sheet.frame_size
}
if(options.scale_image) {
var image = (jaws.isDrawable(options.sprite_sheet) ? options.sprite_sheet : jaws.assets.get(options.sprite_sheet))
this.frame_size[0] *= options.scale_image
this.frame_size[1] *= options.scale_image
options.sprite_sheet = jaws.retroScaleImage(image, options.scale_image)
}
/* Initializing timer-stuff */
this.current_tick = (new Date()).getTime();
this.last_tick = (new Date()).getTime();
this.sum_tick = 0
if(options.subsets) {
this.subsets = {}
for(subset in options.subsets) {
start_stop = options.subsets[subset]
this.subsets[subset] = this.slice(start_stop[0], start_stop[1])
}
}
}
jaws.Animation.prototype.default_options = {
frames: [],
subsets: [],
frame_duration: 100, // default: 100ms between each frameswitch
index: 0, // default: start with the very first frame
loop: 1,
bounce: 0,
frame_direction: 1,
frame_size: null,
orientation: "down",
on_end: null,
offset: 0,
scale_image: null,
sprite_sheet: null
}
/**
* Return a special animationsubset created with "subset"-parameter when initializing
*
*/
jaws.Animation.prototype.subset = function(subset) {
return this.subsets[subset]
}
/**
Propells the animation forward by counting milliseconds and changing this.index accordingly
Supports looping and bouncing animations
*/
jaws.Animation.prototype.update = function() {
this.current_tick = (new Date()).getTime();
this.sum_tick += (this.current_tick - this.last_tick);
this.last_tick = this.current_tick;
if(this.sum_tick > this.frame_duration) {
this.index += this.frame_direction
this.sum_tick = 0
}
if( (this.index >= this.frames.length) || (this.index < 0) ) {
if(this.bounce) {
this.frame_direction = -this.frame_direction
this.index += this.frame_direction * 2
}
else if(this.loop) {
if(this.frame_direction < 0) {
this.index = this.frames.length -1;
} else {
this.index = 0;
}
}
else {
this.index -= this.frame_direction
if (this.on_end) {
this.on_end()
this.on_end = null
}
}
}
return this
}
/**
works like Array.slice but returns a new Animation-object with a subset of the frames
*/
jaws.Animation.prototype.slice = function(start, stop) {
var o = {}
o.frame_duration = this.frame_duration
o.loop = this.loop
o.bounce = this.bounce
o.on_end = this.on_end
o.frame_direction = this.frame_direction
o.frames = this.frames.slice().slice(start, stop)
return new jaws.Animation(o)
};
/**
Moves animation forward by calling update() and then return the current frame
*/
jaws.Animation.prototype.next = function() {
this.update()
return this.frames[this.index]
};
/** returns true if animation is at the very last frame */
jaws.Animation.prototype.atLastFrame = function() { return (this.index == this.frames.length-1) }
/** returns true if animation is at the very first frame */
jaws.Animation.prototype.atFirstFrame = function() { return (this.index == 0) }
/**
returns the current frame
*/
jaws.Animation.prototype.currentFrame = function() {
return this.frames[this.index]
};
/**
* Debugstring for Animation()-constructor
* @example
* var anim = new Animation(...)
* console.log(anim.toString())
*/
jaws.Animation.prototype.toString = function() { return "[Animation, " + this.frames.length + " frames]" }
return jaws;
})(jaws || {});
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